Re: New to GURPS; Advice?
The big advantage of GURPS is it can do Everything . . . . to get your feet wet I suggest a no holds barred everything goes game pretty much
For generic fantasy, Magic and Martial arts are the two which are most useful I think, as they get your mages and fighters covered
For overall (or kitchen sink), Magic, Martial Arts, High Tech, Ultra Tech
- Perks and Imbuements are strong second tier must haves, Powers and Supers probably next tier down
I really like Dungeon Fantasy, but well, Im not sure whether its the sort of generic fantasy you want . . . . it has oodles of cool rules and example pre made stuff (however, I personally would NEVER actually use the templates for PCs . . . . GURPS is about being able to make Anything, so make Weird Anythings, not using templates!)
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